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B00mer9

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Everything posted by B00mer9

  1. Hello everyone, A tiny mod suggestion to tweak the menu system: https://www.nexusmods.com/skyrimspecialedition/mods/18397 When you press esc button, you now open on the system tab, not the quest tab. It was driving nuts!
  2. Also in my experience, if you only use some of the NPC retexture mods and esp and ignore the NPC retexture merge, do not let these esp merge into the bashed patch. It can result in aforementionned conflicts and bugged characters with dark faces.
  3. It helped in that I am now 100% sure that the caravan is definitely not in Falkreath, so thank you ;) I was actually looking at the wrong forums (LOTD ones), the answer was in the Moonpath to Elsweyr forums and patch mod page (Unofficial Moonpath to Elsweyr patch): "It also prevents the quest from starting and the Khajiit from spawning until "The Way of the Voice" has been completed, as the NPCs in Moonpath repeatedly refer to the player as "Dovahkiin" My character is no Dragonborn material, I have completely ignored the main quest. Mystery solved :)
  4. Hi everyone, I have reached the "staff of Indarys" quest from LOTD. According to the quest, I must catch the Khajit caravan in Falkreath. However there is no Khajit caravan in Falkreath. From my Oldrim build (Darth' guide), I remember clearly that the caravan was just outside the Falkreath inn. I don't know if 1) the caravan has been moved maybe? 2) it is a patch that needs (re)installing 3) this something that was fixed in LOTD 4.0 (my playthrough is 3+ weeks old, still running with LOTD 3.7).
  5. All the imperial captains in patrols I met were wearing a fancy dark armor, with no helmet.
  6. Interestingly enough, AVG (free) did flag and removed the MO2 exe at some point, I had to add it to the exceptions. It was a while ago I had completely forgottten about it. About Scarcity, I have now played 50+ hours in this playthrough, and the (empty) chests at the end of ruins and dungeons feel more and more like an unnecessary slap in the face. Maybe it is just a matter of changing the options in the fomod.
  7. Thank you for the reply! I did a quick search online and indeed it is meant to be that way. It looks like each new Beyond skyrim region will add its own version of the base game weapons and armor. I can live with that :)
  8. Hi everyone, I have a bit of a glitch with the forge. Many items (ex: iron dagger) have two options in the forge menu, they have different appearance but identical recipe. However only one of the iron dagger was recognized by the crafting tutorial quest given by Adrianne in Whiterun. Crafting the other one wasn't updating the quest. There seems to be retextured duplicates for all vanilla weapons an armors only. So it seems that rather than replacing vanilla textures for weapons and armors, *something* added new versions of them, unrecognized by some of the vanilla quests. I am struggling to identify the mod/patch/tweak responsible so I can reinstall and fix the problem. Any help would be appreciated.
  9. Sure but currently it doesn't work without any enb, so I might as well try :)
  10. I haven't installed any ENB presets (just did the steps in Prerequisites) and I am also having bright nights, as well as other funky visual glitches related to vivid weather. If I load the game and change the vivid weather settings in-game (MCM or book) like bloom, saturation etc, things change as they should, however overtime, during the same session they start glitching. For example bloom on setting 3 starts making a blinding white sky, after maybe 30 minutes of gaming. Switching back to Bloom-2 (default) fixes it but all the settings are then rendered useless, either having no effects or glitchy effects. If I save, quit the game, and load again, I can change the vivid weather settings again to my liking but eventually, it glitches again. I tried filmic and classic version of vivid weathers. It is a weird one so I just gave up on changing Vivid weather settings. I am considering redoing the weather mods + merge completely, again, or trying an ENB preset on top of it and see if it changes anything. I had more or less the same concern as Decopauge123 regarding the ENB ini settings
  11. I have/had the dark face bug on a few children, including Dorthe and Babette. I had a look at SSEdit to see which esp were dealing with these two NPCs and after a few tries at moving the esp order and removing others, it seems that zEdit was the only culprit. I disabled the zEdit esp and Babette now has a normal pale face with blond hair as intended. What does zEdit do exactly? And what problem can I face if I keep it disabled?
  12. Hi everyone, I have a ... boob question I guess. My character is a rather skinny female. The armors do fit my char's body shape nicely. However mages robes and tunics (like the prisoner's in the beginning) make her look *huge*. This seems to be the case for all females I saw wearing mages outfits at the College. Did I miss a conversion somewhere?
  13. Yup I clicked the sent button too quickly, edited my post ^^
  14. Hello everyone, I have been rebuilding everything from the ground up for the past few days, and it's been quite succesful so far performance wise, thank you for the advices :) If I don't want to install some of the optional NPC retexture mods (e.g. no Bijins and no 3dnpc) and need to build my own NPC merge, would the following be the correct procedure: 1. Don't remove the esp from the original mods. 2. Place all the esps in a separate mod folder ege "NPC esps" 3. order the selected mods esp in the right pane according to Lexy's own NPC merge esp list 4. follow normal merge plugin procedure, naming the merged esp "NPC retexture merge SSE.esp" 5. Place merge mod after the last mod included (in my case valerica), activate. 6. Deactivate the NPC esp mod. 7. Run loot, give merge esp priority 75 Thank you in advance
  15. I keep everything in case I have to rebuild the patch for one reason or another
  16. I would go straight to the Museum if I wanted to roleplay a treasure hunter kind of character. There is so many achievements, quests and items to collect for the Museum that it is better to start early on. Your entire playthrough can be build around that (if you want to!). Doing Vanilla quests and exploring becomes a way of filling up your Museum. I tested the relic hunter alternative start for a few minutes, it doesn't start in Solitude, but at a dig site. It might be an interesting choice as well.
  17. Seems like SSE is actually more demanding than Oldrim in term of specs. I have completed the guide (minus Dyndolod) and the later test runs (Around Riverwood-Whiterun-Falkreath), have been quite disappointing (lots of crazy stuttering). I had managed to really enjoy my Oldrim-SRLE-LOTD build with my low-spec laptop, but SSE might be a bit too much for it. The Vanilla SSE profile was running at 30-35 fps max, while my Vanilla Oldrim ran at 55ish fps. I should have gotten the hint! I am going to try another install from scratch, keeping better track at performance during test runs, otherwise I might have to wait for a new playthrough until I get a new rig! Beside the maddening stuttering, here are a few oddities and glitches I have encountered along the way: - MO2: The filetree tabs crash MO everytime. Luckily there was no specific use for it in the guide. I have not seen any mention/fix anywhere. - MO2 - overwrite folder: trying to open it from MO2 crashes MO. So I have been managing it from windows explorer. - MO2 - overwrite folder: All plugins that are processed by SSEdit end up there (if backup is unchecked). So I have been moving esp in back there respective folders along the way, until I did the final Sort masters .... and ended up with 15+ plugins in there. I don't know if it's normal as it is never mentioned in the guide. - ENB: I had to instal v0.320 instead of 0.330 because CK wouldn't start otherwise (got the fix from this forum). - The before and after ENB (step 22.1) performance runs were no different, which made me very hopeful and excited .... until the last test runs :p - The ingame tweaks for Vivid weathers have little to no effect. Bloom makes the sky bright white, which is no good. On the Oldrim it was a great alternative to an enb preset if I wanted a higher fps (I am very happy with 18-20fps outdoors though). - The nights outside are really bright, regardless of the weather. The interior lights are great though (super neat balance of darkness and warm lights). I am not sure if it is meant to be that way. - I noticed that the enb folders and archives do not include enbhost.exe for SSE, that's normal, right? - Finally, not a single CTD... that was odd! I would appreciate any advices/tweaks for low-spec rigs. The nature of the guide makes it hard to safely remove/ignore mods (beside choosing lower-res textures for texture mods). Thank you in advance
  18. Quick question: Does the extraction of (so many) BSAs have an impact (positive or negative) on performance? My guess is, extracting makes it easier for the game to fetch/find the files and use them, but I may be completely missing the point Thank you in advance
  19. Thank you Lexy! Seems like my game has updated to version 1.5.39. in the last hour , which rendered skse64 totally useless ... I found a work around to revert to 1.5.23. in the meantime, if it happens to anyone else (I disabled the bloody steam auto-update so it doesn't happen again): Explanation here: https://forums.nexusmods.com/index.php?/topic/6140428-skse64-fix/ The correct code for 1.5.23. is : download_depot 489830 489833 7780040377772731640 The "How to get the code for a specific version" is explained here: https://steamcommunity.com/sharedfiles/filedetails/?id=889624474
  20. About the BSA extraction for LOTD: Is it the 2 BSA files from the main mod folder (Legacy of the Dragonborn SE ) ? Is it the 2 BSA from the High resolution texture pack ? Is it for all 4 BSAs? Thank you in advance
  21. I would just like to drop a big heartfelt thank you for porting this awesome guide to SSE. After nearly a year away from Old-Skyrim and hardcore modding, I think I chose my timing well to come back to it. Hopefully it doesn't take me as long as last time ;)
  22. I am getting a glitch with the spoilage level for carrots and tomatos (see picture below). https://imgur.com/JSygNO1 It remains even if I disble food spoilage or if I switch to "words" level for spoilage in iNeed. Any idea where it could come from? I wan't getting this in my last SRLE-LoTD build
  23. Bathing in Skyrim does not detect the big lakes (e.g. near Ivarstead, next to Riften and Lake inalta) as places where you can bathe. I get the "There is not enough water" message. Little ponds and rivers I have tried do work though. Otherwise, the static glow (from Wheels of Lulz) next to the Talos statue at High Hrothgar is there indeed.
  24. I had two of those (that I noticed) in my last playthrough: one on the way to High Hrothgar and one next to the stairs leading up to the College in Winterhold. I will check if they are there in my new build when I get to those places (I also never started the wheels of Lull quest, although the Llavados guy was hanging out in the College library talking nonsense for some odd reason ...).
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